Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/MessageBoxAction.cs
Juan Pablo Arce 3f2c843247 Unstable v0.19.3.0
2022-09-02 15:10:56 -03:00

116 lines
4.0 KiB
C#

using System;
using System.Linq;
namespace Barotrauma
{
class MessageBoxAction : EventAction
{
[Serialize("", IsPropertySaveable.Yes)]
public Identifier Header { get; set; }
[Serialize("", IsPropertySaveable.Yes)]
public Identifier Text { get; set; }
[Serialize("", IsPropertySaveable.Yes)]
public string IconStyle { get; set; }
[Serialize(false, IsPropertySaveable.Yes)]
public bool HideCloseButton { get; set; }
[Serialize("", IsPropertySaveable.Yes)]
public Identifier TargetTag { get; set; }
[Serialize("", IsPropertySaveable.Yes)]
public string CloseOnInput { get; set; }
[Serialize("", IsPropertySaveable.Yes)]
public Identifier CloseOnInteractTag { get; set; }
[Serialize("", IsPropertySaveable.Yes)]
public Identifier CloseOnPickUpTag { get; set; }
[Serialize("", IsPropertySaveable.Yes)]
public Identifier CloseOnEquipTag { get; set; }
[Serialize("", IsPropertySaveable.Yes)]
public Identifier CloseOnExitRoomName { get; set; }
[Serialize(false, IsPropertySaveable.Yes)]
public bool IsTutorialObjective { get; set; }
private bool isFinished = false;
public MessageBoxAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element) { }
public override void Update(float deltaTime)
{
if (isFinished) { return; }
#if CLIENT
CreateMessageBox();
if (IsTutorialObjective && GameMain.GameSession?.GameMode is TutorialMode tutorialMode)
{
tutorialMode.Tutorial?.TriggerTutorialSegment(new Tutorials.Tutorial.Segment(Text, CreateMessageBox));
}
#endif
isFinished = true;
}
#if CLIENT
public void CreateMessageBox()
{
new GUIMessageBox(
headerText: TextManager.Get(Header),
text: RichString.Rich(TextManager.ParseInputTypes(TextManager.Get(Text).Fallback(Text.ToString()), useColorHighlight: true)),
buttons: Array.Empty<LocalizedString>(),
type: GUIMessageBox.Type.Tutorial,
iconStyle: IconStyle,
autoCloseCondition: GetAutoCloseCondition(),
hideCloseButton: HideCloseButton);
}
#endif
private Func<bool> GetAutoCloseCondition()
{
var character = ParentEvent.GetTargets(TargetTag).FirstOrDefault() as Character;
Func<bool> autoCloseCondition = null;
if (!string.IsNullOrEmpty(CloseOnInput) && Enum.TryParse(CloseOnInput, true, out InputType closeOnInput))
{
#if CLIENT
autoCloseCondition = () => PlayerInput.KeyDown(closeOnInput);
#endif
}
else if (!CloseOnInteractTag.IsEmpty)
{
autoCloseCondition = () => character?.SelectedItem != null && character.SelectedItem.HasTag(CloseOnInteractTag);
}
else if (!CloseOnPickUpTag.IsEmpty)
{
autoCloseCondition = () => character?.Inventory != null && character.Inventory.FindItemByTag(CloseOnPickUpTag, recursive: true) != null;
}
else if (!CloseOnEquipTag.IsEmpty)
{
autoCloseCondition = () => character != null && character.HasEquippedItem(CloseOnEquipTag);
}
else if (!CloseOnExitRoomName.IsEmpty)
{
autoCloseCondition = () => character?.CurrentHull != null && character.CurrentHull.RoomName.ToIdentifier() != CloseOnExitRoomName;
}
return autoCloseCondition;
}
public override bool IsFinished(ref string goToLabel)
{
return isFinished;
}
public override void Reset()
{
isFinished = false;
}
public override string ToDebugString()
{
return $"{ToolBox.GetDebugSymbol(isFinished)} {nameof(MessageBoxAction)}";
}
}
}